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Captain Elreth

Alestone Rockridge's page

161 posts. Alias of Pirate Rob.

Full Name

Alestone Rockridge




Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9







Strength 10
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 18
Charisma 8

About Alestone Rockridge

+5 (+1 BAB, +4 Wisdom) Unarmed Strike 1d6+0 (+1 vs Sharks/Aquatic)

HP 19 ([8+3] [5+3])
AC 16 (+2 Dex, +4 Wisdom)
T 16 (+2 Dex,+4 Wisdom)
FF 14 (+4 Wisdom)
Fort: +7 (+3 Base, +3 Con, +1 Trait) [Extra +4 vs spells/spell like abilities]
Reflex: +6 (+3 Base, +2 Dex, +1 Trait) [Extra +4 vs spells/spell like abilities]
Will: +7 (+3 Base, +4 Wis) [Extra +4 vs spells/spell like abilities]

Peg Leg - +1 bonus on Fortitude saves, and you gain a +1 bonus on damage rolls against sharks and other animals with the aquatic subtype.

Grounded (Dwarf) - +2 bonus on balance-related Acrobatics checks, and a +1 bonus on Reflex saves.


Monk1: Deflect Arrows

1: Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.


10 Ranks (Lvl 1: 4 Monk, 1 FC)
Acrobatics, Swim, Profession: Sailor, Perception, Perform: Oratory
(Lvl 2: 4 Monk, 1 FC)
Climb, Swim, Profession: Sailor, Perception, Perform: Oratory

+6 Acrobatics (Dex +2, Ranks 1, CS +3) [+2 Balance]
+0 Appraise (Int +0) [+2 underwater treasure]
-1 Bluff (Cha -1)
+4 Climb (Str 0, Ranks 1, CS +3)
+0 Craft (Int +0)
-1 Diplomacy (Cha -1)
+* Disable Device
-1 Disguise (Cha -1)
+2 Escape Artist (Dex +2)
+2 Fly (Dex +2)
+* Handle Animal
+4 Heal (Wis +4)
-1 Intimidate (Cha -1)
+* Knowledge, Arcana
+* Knowledge, Dungeoneering
+* Knowledge, Engineering
+* Knowledge, Geography
+* Knowledge, History
+* Knowledge, Local
+* Knowledge, Nature
+* Knowledge, Nobility
+* Knowledge, Planes
+* Knowledge, Religion
+* Linguistics
+9 Perception (Wis +4, Ranks 2, CS +3) [+2 underwater treasure]
+3 Perform(Oratory) (Cha -1, Ranks 1, CS +3)
+9 Profession, Sailor (Wis +4, Ranks 2, Class Skill +3) [+2 at sea]
+2 Ride (Dex +2)
+4 Sense Motive (Wis +4)
+* Sleight of Hand (Dex +2, Ranks 0)
+* Spellcraft (Int +0, Ranks 0)
+2 Stealth (Dex +2)
+4 Survival (Wis +4) [+2 at sea]
+5 Swim (Str +0, Ranks 2, CS +3)
+* Use Magic Device

Special Abilities:
Slow and Steady: 20ft movement, don't reduce speed by armor or encumbrance.

Darkvision 60ft.

Saltbeard +2 Profession Sailor and Survival checks at sea. +1 attack/+2dodge vs aquatic or water subtype. Greed works on all treasure but only if it is underwater.

Greed: +2 Appraise (precious metals/gemstones)

Hardy: +2 saves vs poison/spells/spell like abilities (Replaced by Steel Soul Feat)

Stability: +4 vs bull rush/trip while standing on the ground

Weapon Familiarity: Proficient with battle axes, heavy picks and warhammers, all "dwarven" weapons are considered martial.

Advice-Inspire Courage (Su)[5 Rounds/day]: A 1st level Senesi can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six Sensei levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability.

2/day Stunning Fist DC 15 (10+1/2Monk+Wis)

Acrobatics, Swim, Profession: Sailor, Perception, Perform: Oratory

At 2nd level, a A Sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.


15gp Ale (75 Gallons)
2gp Barrel
* Explorer's Outfit [Free starting outfit]
1sp Hammock
4gp Fishing Net
8sp Whistle
1gp Wooden Holy Symbol of Torag
10gp Small Steel Mirror
5sp bag, waterproof
6cp Flask (2)
4cp Clay Mug (2)
50gp Tanglefoot Bag
25gp Scroll of Mage Armor
25gp Holy Water
2gp Backpack
80gp Climber's Kit
50gp Potion of Cure Light Wounds
1gp Rope
1gp Grappling Hook

Despite being a Dwarf, Alestone has been a sailor for pretty much his entire life. As of late he's been having trouble finding work though. It seems as though he's gotten a bit of reputation as being bad luck. See, the last 3 ships he served on all sank, earning him the nickname "Rockbottom". Despite this recent string of failures, and the fact that he drinks a prodigious amount of ale, Alestone is an accomplished sailor who always seems to have bits of wisdom to share. He has recently arrived in Port Peril, his last ship (along with his right leg) having been sunk by pirates.

Alestone is built like a traditional Dwarf without much of the muscle to back it up. His salt and pepper hair has mostly receded, leaving a huge bald spot although his pure white beard is immaculately kept. Alestone's right leg has been replaced by a peg below the knee. The Peg appears to be well worn by the sea, although Alestone attempts to keep it in as best condition as possible.

Note: While Alestone uses the Monk class he is not thematically the classic monk. He's an aging Dwarf who drinks a lot, fights with whatever body part is the most convenient and is generous with his wisdom.

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